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CMPE 466COMPUTER GRAPHICSChapter 7
2D Geometric Transformations
Instructor: D. Arifler
Material based on- Computer Graphics with OpenGL®, Fourth Edition by Donald Hearn, M. Pauline Baker, and Warren R. Carithers- Fundamentals of Computer Graphics, Third Edition by by Peter Shirley and Steve Marschner- Computer Graphics by F. S. Hill
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Basic geometric transformations
• Translation• Rotation• Scaling
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2D translation
Figure 7-1 Translating a point from position P to position P’ using a translation vector T.
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2D translation equations
Translation is a rigid-body transformation: Objects are moved withoutdeformation.
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2D translation exampleFigure 7-2 Moving a polygon from position (a) to position (b) with the translation vector (−5.50, 3.75).
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2D translation example program
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2D rotation
• All points of the object are transformed to new positions by rotating the points through a specified rotation angle about the rotation axis (in 2D, rotation pivot or pivot point)
Figure 7-3 Rotation of an object through angle θ about the pivot point (xr , yr ).
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2D rotation
Figure 7-4 Rotation of a point from position (x, y ) to position (x', y' ) through an angle θ relative to the coordinate origin. The original angular displacement of the point from the x axis is Φ.
Setting
we have
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2D rotation in matrix form
Rotation is a rigid-body transformation: Objects are moved withoutdeformation.
Equations can be compactly expressed in matrix form:
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Rotation about a general pivot pointFigure 7-5 Rotating a point from position (x , y ) to position (x' , y' ) through an angle θ about rotation point (xr , yr ).
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2D rotation example
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2D scaling
sx and sy are scaling factorssx scales an object in x directionsy scales an object in y direction
If sx=sy, we have uniform scaling: Object proportions are maintained.If sx≠sy, we have differential scaling. Negative scaling factors resizes and reflects the object about one or more of the coordinate axes.
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2D scaling
Figure 7-6 Turning a square (a) into a rectangle (b) with scaling factors sx = 2 and sy = 1.
Scaling factors greater than 1 produce enlargements.
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2D scaling
Figure 7-7 A line scaled with Equation 7-12 using sx = sy = 0.5 is reduced in size and moved closer to the coordinate origin.
Positive scaling values less than 1 reduce the size of objects.
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Scaling relative to a fixed pointFigure 7-8 Scaling relative to a chosen fixed point (xf , yf ). The distance from each polygon vertex to the fixed point is scaled by Equations 7-13.
Fixed point remainsunchanged after the scaling transformation.
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2D scaling relative to a fixed point
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2D scaling example
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Matrix representations and homogeneous coordinates• Multiplicative and translational terms for a 2D
transformation can be combined into a single matrix• This expands representations to 3x3 matrices
• Third column is used for translation terms
• Result: All transformation equations can be expressed as matrix multiplications
• Homogeneous coordinates: (xh, yh, h)• Carry out operations on points and vectors “homogeneously”• h: Non-zero homogeneous parameter such that
• We can also write: (hx, hy, h)• h=1 is a convenient choice so that we have (x, y, 1)• Other values of h are useful in 3D viewing transformations
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2D translation matrix
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2D rotation matrix
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2D scaling matrix
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Inverse transformations
Inverse translation
Inverse rotation
Inverse scaling
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Composite transformations
• Composite transformation matrix is formed by calculating the product of individual transformations
• Successive translations (additive)
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Composite transformations
• Successive rotations (additive)
• Successive scaling (multiplicative)
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2D pivot-point rotationFigure 7-9 A transformation sequence for rotating an object about a specified pivot point using the rotation matrix R(θ) of transformation 7-19.
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2D pivot-point rotation
Note the order of operations:
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2D fixed-point scaling
Figure 7-10 A transformation sequence for scaling an object with respect to a specified fixed position using the scaling matrix S(sx , sy ) of transformation 7-21.
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2D fixed-point scaling
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Matrix concatenation properties
• Multiplication is associative
• Multiplication is NOT commutative• Unless the sequence of transformations are all of the same kind• M2M1 is not equal to M1M2 in general
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Computational efficiency
• Formulation of a concatenated matrix may be more efficient• Requires fewer multiply/add operations
• Rotation calculations require trigonometric evaluations• In animations with small-angle rotations, approximations (e.g.
power series) and iterative calculations can reduce complexity
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More on 2D rotationFigure 7-14 The rotation matrix for revolving an object from position (a) to position (b) can be constructed with the values of the unit orientation vectors u' and v' relative to the original orientation.
Assign the elements of u’ to the first row of the rotation matrix and the elements of v’ to the second row.
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Other transformations: reflection
Figure 7-16 Reflection of an object about the x axis.
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Reflection
Figure 7-17 Reflection of an object about the y axis.
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ReflectionFigure 7-18 Reflection of an object relative to the coordinate origin. This transformation can be accomplished with a rotation in the xy plane about the coordinate origin.
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ReflectionFigure 7-19 Reflection of an object relative to an axis perpendicular to the xy plane and passing through point Preflect.
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Reflection
Figure 7-20 Reflection of an object with respect to the line y = x .
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Other transformations: shear
• Distorts the shape of an object such that the transformed shape appears as if the object were composed of internal layers that had been caused to slide over each other
Figure 7-23 A unit square (a) is converted to a parallelogram (b) using the x -direction shear matrix 7-57 with shx = 2.
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ShearFigure 7-24 A unit square (a) is transformed to a shifted parallelogram (b) with shx = 0.5 and yref = −1 in the shear matrix 7-59.
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ShearFigure 7-25 A unit square (a) is turned into a shifted parallelogram (b) with parameter values shy = 0.5 and xref = −1 in the y -direction shearing transformation 7-61.
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Transformations between 2D coordinate systems
Figure 7-30 A Cartesian x' y' system positioned at (x0, y0) with orientation θ in an xy Cartesian system.
Figure 7-31 Position of the reference frames shown in Figure 7-30 after translating the origin of the x' y' system to the coordinate origin of the xy system.
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Transformations between coordinate systems
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Alternative method
Figure 7-32 Cartesian system x' y' with origin at P0 = (x0, y0) and y' axis parallel to vector V.
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Transformations
Figure 7-33 A Cartesian x ' y' system defined with two coordinate positions, P0 and P1, within an xy reference frame.
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OpenGL matrix operations• glMatrixMode ( GL_MODELVIEW )
• Designates the matrix that is to be used for projection transformation (current matrix)
• glLoadIdentity ( )• Assigns the identity matrix to the current matrix
• Note: OpenGL stores matrices in column-major order• Reference to a matrix element mjk in OpenGL is a reference to the
element in column j and row k• glMultMatrix* ( ) post-multiplies the current matrix
• In OpenGL, the transformation specified last is the one applied first
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OpenGL transformation example
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OpenGL transformation exampleFigure 7-34 Translating a rectangle using the OpenGL function glTranslatef (−200.0, −50.0, 0.0).
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OpenGL transformation exampleFigure 7-35 Rotating a rectangle about the z axis using the OpenGL function glRotatef (90.0, 0.0, 0.0, 1.0).
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OpenGL transformation example
Figure 7-36 Scaling and reflecting a rectangle using the OpenGL function glScalef (−0.5, 1.0, 1.0).